Why a Hedge Fund Started a Video Game Competition
nautil.us
nautil.us
Bulgaria nominal GDP is $50 billion PER YEAR.
Two Sigma assets under management is $50 billion. (Not per year).
If your car goes 100km/hour, and Shelbyville is 100km away, your car is not the distance of Shelbyville.
If somebody compared the distance traveled by some object to the length of a football field, you could similarly object that the football field is stationary, the object isn't as long as that, etc., but none of those things are the point of the comparison, right?
A better comparison would he the Hour Record in Cycling (how far can you cycle in an hour). It's determined by speed, obviously, but the value is still a distance.
Apparently several people decided this fact was necessary to downvote ¯\_(ツ)_/¯
Though GDP is usually calculated on an annual basis, it can be calculated on a quarterly basis as well. https://www.investopedia.com/terms/g/gdp.asp
Another example, look a records when the physical pools are slightly off of regulation distances for 100m/200m etc. Record keepers in no way ignore those differences.
This is still a unit error. They do not have the entire economic output of Bulgaria, they have the yearly economic out of Bulgaria.
The correct comparison would be to say that they have 1 Bulgaria-Year worth of liquid assets.
In this context, where the number is used simply for effect, this is not that big of a deal. However, in conversations where the GDP is what is actually important this unit error causes alot of misunderstanding. For example, what happens when the debt to GDP ratio reaches 1? For a lot of people, this seems like a particuarly important point; but in reality, it is just the debt reaching 365 days. Possibly too high, but nothing particularly special about this threshold.
P.S. I work in finance and sometimes find companies in this industry try way too hard to appeal to the younger generation. Lots of marketing pieces sound like dad jokes.
There are some competitions that are somewhat similar. - Visually, generals.io is pretty similar to Halite-I, but in actuality ends up being a pretty different game. - Halite-I is most similar to the Ants AI Challenge of 2011 (which inspired it). - Halite-II was conceived of as sort of a mix of Halite-I and Planet Wars. - MIT Battlecode is similar in controlling lots of pieces, but the style of game is very different because Halite is all about emergent behaviors in the game whereas traditionally Battlecode hasn't been. They're also very different from the implementation side for the end-user. - Codingame can range from somewhat similar to very, very different.
[1]: https://www.glassdoor.com/Salary/Two-Sigma-Software-Engineer...
Any game where the last survivor wins are based on the idea to get involved as little as possible early on (unless extremely high rewards are given along the way).
Regarding your point about the last survivor winning, that's partially true, but partially not. What you're essentially describing is a proto-version of the non-aggression pact we saw develop in the last weeks of Halite 2016 (and which was indeed largely successful). However, even there, it wasn't quite so simple; competition winner mzotkiew had an excellent write-up of his strategy at https://github.com/mzotkiew/HaliteBot/blob/master/writeup.pd.... Halite-II makes non-aggression even more difficult due to the lack of discretization found in Halite I.
source: conceived of and co-developed Halite.
> Halite I was conceived of and developed by Benjamin Spector and Michael Truell in 2016. Two Sigma, having had a history of playful programming challenges for its mathematical and software-oriented teams (e.g., see the Robotic Air Hockey Competition) retained Ben and Michael as 2016 summer interns to develop Halite, run an internal Halite Challenge, and ultimately open Halite up to human and non-human coding enthusiasts worldwide. Halite I was a great success, developing a flourishing community of bot builders from around the globe, representing 35+ universities and 20+ organizations.
> As a result of the community’s enthusiasm, the Two Sigma team decided to create Halite II, an iteration of the original game with new rules but a similar structure and philosophy. With Ben and Michael as creative advisors, Halite II was developed by David Li, Jaques Clapauch, Harikrishna Menon, Julia Kastner as an evolution of Halite I. The team considered simply reviving Halite I, but given the progress the community made and the number of open source bots that had been published, the team decided to create Halite II with new game mechanics and a fun background story that fleshes out the Halite universe. Halite involved moving pieces around a board with only up-down-left-right options. In 2017’s Halite II, bots battle for control of a virtual continuous universe, where ships mine planets to grow larger fleets and defeat their opponents.
not bad for just a second iteration. cynical people can view it as just a marketing thing, but you can also think of it as a very successful intern project that I personally would find hard to pull off. in particular i am surprised that there are more "professional" players than university/high school players. (https://halite.io/programming-competition-leaderboard)
in the forums there are high schoolers doing well in this game and the fund is choosing not to work with them. i think this is shortsighted. (https://forums.halite.io/t/two-sigma-interview/312)
disclosure - am interviewing with 2sigma.
How's that for an evil scheme? BWAHAHAHAHA